Beispiel #1
0
        void UpdateMovementInput(ArrowsMovementButton arrowButton, Vector2 input)
        {
            if (arrowButton.IsPointerDown && arrowButton.IsPointerInside)
            {
                // ignore mouse move input while arrow button is pressed
                this.ResetMouseMoveInput();
            }

            this.SetMovementAxesInput(input);
        }
Beispiel #2
0
        void Awake()
        {
            Instance = this;

            // setup references

            Transform parent = pedMovementInputGo.transform;

            walkButton           = parent.Find("WalkButton").GetComponent <Button>();
            sprintButton         = parent.Find("SprintButton").GetComponent <Button>();
            jumpButton           = parent.Find("JumpButton").GetComponent <Button>();
            crouchButton         = parent.Find("CrouchButton").GetComponent <Button>();
            enterButton          = parent.Find("EnterButton").GetComponent <Button>();
            aimButton            = parent.Find("AimButton").GetComponent <Button>();
            fireButton           = parent.Find("FireButton").GetComponent <Button>();
            flyButton            = parent.Find("FlyButton").GetComponent <Button>();
            nextWeaponButton     = parent.Find("NextWeaponButton").GetComponent <Button>();
            previousWeaponButton = parent.Find("PreviousWeaponButton").GetComponent <Button>();
            movementButton       = parent.Find("MovementButton").GetComponent <ArrowsMovementButton>();

            parent            = vehicleInputGo.transform;
            exitVehicleButton = parent.Find("ExitButton").GetComponent <Button>();
            turnVehicleButton = parent.Find("TurnButton").GetComponent <ArrowsMovementButton>();
            // repeat buttons: handbrake, backward, forward
            handbrakePickup       = parent.Find("HandbrakeButton").gameObject.GetOrAddComponent <UIEventsPickup>();
            backwardVehiclePickup = parent.Find("BackwardButton").gameObject.GetOrAddComponent <UIEventsPickup>();
            forwardVehiclePickup  = parent.Find("ForwardButton").gameObject.GetOrAddComponent <UIEventsPickup>();

            // repeat buttons: jump, fire
            jumpButtonEventsPickup = jumpButton.gameObject.GetOrAddComponent <UIEventsPickup>();
            fireButtonEventsPickup = fireButton.gameObject.GetOrAddComponent <UIEventsPickup>();

            // panel
            panelPickup = this.panel.GetOrAddComponent <UIEventsPickup>();

            // text components
            walkButtonText   = walkButton.GetComponentInChildren <Text>();
            sprintButtonText = sprintButton.GetComponentInChildren <Text>();
            aimButtonText    = aimButton.GetComponentInChildren <Text>();
            jumpButtonText   = jumpButton.GetComponentInChildren <Text>();
            fireButtonText   = fireButton.GetComponentInChildren <Text>();

            // setup event handlers
            // note: for this to work properly, EventSystem.Update() must run before our Update()

            // toggle buttons
            walkButton.onClick.AddListener(() => m_walkPressed     = true);
            sprintButton.onClick.AddListener(() => m_sprintPressed = true);
            aimButton.onClick.AddListener(() => m_aimPressed       = true);

            // click buttons: crouch, enter, fly, exit vehicle, next weapon, previous weapon
            crouchButton.onClick.AddListener(() => m_crouchPressed                 = true);
            enterButton.onClick.AddListener(() => m_enterPressed                   = true);
            flyButton.onClick.AddListener(() => m_flyPressed                       = true);
            exitVehicleButton.onClick.AddListener(() => m_exitVehiclePressed       = true);
            nextWeaponButton.onClick.AddListener(() => m_nextWeaponPressed         = true);
            previousWeaponButton.onClick.AddListener(() => m_previousWeaponPressed = true);

            // panel
            panelPickup.onDrag += (eventData) => this.OnPanelDrag(eventData);
        }